namespace Table.DataModel
{
    public class TableSailorSkillRelease
    {
        /// <summary>
        ///
        /// </summary>
        public int ReleaseId;
        /// <summary>
        ///
        /// </summary>
        public int SkillId;
        /// <summary>
        ///Release时间点
        /// </summary>
        public double ReleaseTime;
        /// <summary>
        ///是否为空Release
        /// </summary>
        public int IsEmptyRelease;
        /// <summary>
        ///buff是否在此生效
        /// </summary>
        public int IsBuffEffect;
        /// <summary>
        ///Release打击数（不填默认是1）
        /// </summary>
        public int ReleaseEffectNum;
        /// <summary>
        ///Release权重
        /// </summary>
        public int ReleaseWeight;
        /// <summary>
        ///Release选取规则   0-全选 1-只有主目标 注意:只要不为0，都必须是空Release
        /// </summary>
        public int ReleaseSelectRule;
        /// <summary>
        ///被击动画（多个时随机一个）
        /// </summary>
        public string[] HitAnims;
        /// <summary>
        ///被击动画开始点（0-1的值）
        /// </summary>
        public double HitAnimNormalizeTime;
        /// <summary>
        ///被击音效
        /// </summary>
        public string[] HitAudio;
        /// <summary>
        ///被击角色音效类型 1:被击短叫声 2：被击长叫声
        /// </summary>
        public int HitActorAudioType;
        /// <summary>
        ///被击特效（多个时随机一个）
        /// </summary>
        public int[] HitParticles;
        /// <summary>
        ///见FightHitParticleTypeEnum表
        /// </summary>
        public int HitParticleType;
        /// <summary>
        ///挂载点
        /// </summary>
        public string HitParticleBone;
        /// <summary>
        ///特效挂点偏移
        /// </summary>
        public string HitParticleOffset;
        /// <summary>
        ///被击换材质
        /// </summary>
        public string HitMaterialTransData;
        /// <summary>
        ///被击换材质持续时间
        /// </summary>
        public double HitMaterialTransDuration;
        /// <summary>
        ///位移信息
        /// </summary>
        public string DisplacementFactor;
        /// <summary>
        ///位移距离限制
        /// </summary>
        public double DisplacementLimit;
        /// <summary>
        ///ProjId
        /// </summary>
        public int ProjParticleId;
        /// <summary>
        ///
        /// </summary>
        public double ProjRadius;
        /// <summary>
        ///Proj发射OffSet
        /// </summary>
        public string ProjInitOffset;
        /// <summary>
        ///0-指定目标 1-指定勢力   2-蓄力子弹   4-随子弹挨个受击 3-3段子弹(出现动作时间#第三段动作时间#hit点时间)
        /// </summary>
        public int ProjType;
        /// <summary>
        ///0-普通 1-回旋 2-激光
        /// </summary>
        public int ProjFlyTrailType;
        /// <summary>
        ///
        /// </summary>
        public string ProjFlyTrail;
        /// <summary>
        ///飞行速度,与总时间只有一个生效
        /// </summary>
        public double ProjFlySpeed;
        /// <summary>
        ///飞行总时间,与速度只有一个生效
        /// </summary>
        public double ProjFlyDuration;
        /// <summary>
        ///子弹最后持续时间（只有激光有效）
        /// </summary>
        public double ProjFlyLastTime;
        /// <summary>
        ///ProjType[0]:boneName#offset   [1]:offset    [4]:boneName#delayDistance
        /// </summary>
        public string ProjTargetInfo;
        /// <summary>
        ///位移速度
        /// </summary>
        public double PosChangeSpeed;
        /// <summary>
        ///碰撞特效Id
        /// </summary>
        public int PosChangeColliderParticleId;
        /// <summary>
        ///摄像机震动 0-不震动 1-普通震动 2-强震动
        /// </summary>
        public int ShakeType;
        /// <summary>
        ///结算方式
        /// </summary>
        public string DealDelay;
    }
}
